2024-02-20 11:16:08 +08:00
										 
									 
								 
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								// Created by jie on 2023/10/11.
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								//
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								#ifndef LEARNOPENGL_SHADERHELPER_H
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								#define LEARNOPENGL_SHADERHELPER_H
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								#include "glad/glad.h"
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								#include <filesystem>
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								#include <type_traits>
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								#include <glm/glm.hpp>
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								class ShaderService
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								{
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								private:
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								    unsigned int programId;
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								public:
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								    explicit ShaderService(const char* vSource, const char* fSource);
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								    explicit ShaderService(const std::filesystem::path &vertexShaderPath, const std::filesystem::path &fragShaderPath);
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								    void InitShader(const char* vSource, const char* fSource);
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								    bool CheckShader(unsigned int shaderIndex, bool isProgram = false);
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								    void Use();
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								    inline unsigned int GetId() { return this->programId; }
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								    template <typename T>
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								        requires std::is_same_v<T, bool> || std::is_same_v<T, int> || std::is_same_v<T, float> ||
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								                 std::is_same_v<T, glm::mat4> || std::is_same_v<T, glm::vec3>
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								    void SetUniform(std::string_view name, T value);
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								};
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								template <typename T>
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								    requires std::is_same_v<T, bool> || std::is_same_v<T, int> || std::is_same_v<T, float> ||
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								             std::is_same_v<T, glm::mat4> || std::is_same_v<T, glm::vec3>
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								void ShaderService::SetUniform(std::string_view name, T value)
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								{
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								    if constexpr (std::is_same_v<T, bool>)
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								    {
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								        glUniform1i(glGetUniformLocation(programId, name.data()), (int)value);
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								    }
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								    else if constexpr (std::is_same_v<T, int>)
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								    {
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								        glUniform1i(glGetUniformLocation(programId, name.data()), value);
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								    }
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								    else if constexpr (std::is_same_v<T, float>)
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								    {
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								        glUniform1f(glGetUniformLocation(programId, name.data()), value);
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								    }
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								    else if constexpr (std::is_same_v<T, glm::mat4>)
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								    {
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								        const auto index = glGetUniformLocation(this->programId, name.data());
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								        glUniformMatrix4fv(index, 1, GL_FALSE, &value[0][0]);
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								    }
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								    else if constexpr (std::is_same_v<T, glm::vec3>){
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								        glUniform3fv(glGetUniformLocation(programId, name.data()), 1, &value[0]);
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								    }
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								}
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								#endif // LEARNOPENGL_SHADERHELPER_H
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